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Draco18s

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Everything posted by Draco18s

  1. The entity ID never changes. The only time the client will have a different entity ID for an entity is when it is just created.
  2. The IDs are different...until the client receives an entity update packet. Then they're the same.
  3. I would also like to know. I ended up using the potion effect, but if I could get the same effect without, that would be awesome.
  4. Where is the null pointer exception? This is key to solving the problem.
  5. Your 7th argument is "test" 1 - 1st 1 - 2nd 1 - 3rd 5 - 4th 5 - 5th 5 - 6th test - 7th 1 - 8th false - 9th 0 - 10th if(!isNumeric(arguments[7])){ should be if(!isNumeric(arguments[8])){
  6. You're probably going to have to use Reflections and modify the Block class at runtime. Not a guarantee that it'll work though, as mod blocks might not call super.onBlockPlaced(...) when they override it.
  7. This is the wrong place to be asking for help. This is a forum for people who MAKE mods. My guess is that one of your mods isn't the right version. I'd suggest double-checking the Forge version you have installed with the version ChickenBones recommends.
  8. You don't need the player or the player's inventory. The item they're using is already being passed to the function. (And adding another parameter is not Magic, it won't make that reference suddenly show up)
  9. Dude: parsedFile.length != parsedFile[0].length
  10. A...boolean... True if the block is allowed to be destroyed, false otherwise. If you don't know what you want it to do, specifically, you can always run your code and then do return super.onBlockDestroyed(...)
  11. ...put it in that function?
  12. So...what about it? What is insufficient?
  13. You mean public boolean onBlockDestroyed(ItemStack par1ItemStack, World par2World, int blockID, int par4, int par5, int par6, EntityLivingBase par7EntityLivingBase){}
  14. Funny, I didn't think of that. Oh wait, I did. They're always 0.
  15. See my code here: https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/item/ItemArtifact.java While I'm using dozens of textures and figuring out which one to draw based on NBT data, the relevant info is there.
  16. My blocks are temporary in nature (allowing the player to "walk on air") so I don't know why the Y value would be off. As to the section question: no, I don't, which is why I decided that it was totally ok for my item to have "downsides" if the user wasn't careful. >:3
  17. Use multiple render passes and load a different icon texture in each.
  18. That one's new to me, thanks
  19. Now that I look at your setVals function, I can tell you're doing it wrong. double xx = par3Entity.posX; double yy = par3Entity.posY-1; double zz = par3Entity.posZ; Vec3 v = par3Entity.getLookVec(); xx += v.xCoord; zz += v.zCoord; int x = (int)xx; int y = (int)yy; int z = (int)zz; world.setBlock(x, y, z, Block.brick.blockID); That sets the block directly in front of the player, at the level that they're walking, to bricks. It doesn't take into account strafing, but your intent doesn't appear to need that (my own use could benefit from it, but I'm more amused by the fact that it doesn't).
  20. ResourceLocation("assets/mschouses/textures/generation/somefile.png");
  21. "mschouses:BLAHBLAH" -> "src/minecraft/assets/mschouses/textures/*/BLAHBLAH.png" When you compile for release, you just add the /assets directory to the root of your zip file. Where * is either "blocks" or "items" depending on if you have registered a block texture or an item texture. A few others may be handled as well (i.e. gui, entities, etc.) but I haven't checked.
  22. Actually that's where it SHOULD NOT be. And one thing you're not doing, that you should be, is overriding RegisterIcon: public void registerIcons(IconRegister par1IconRegister) { this.blockIcon = par1IconRegister.registerIcon("mymodid:myblock"); } Then the texture goes in src/minecraft/assets/mymodid/textures/blocks/myblock.png
  23. A little forewarning. The tessellator is very difficult to work with. When I was working on rail bridges (can't find any pictures) I spent probably 4 hours individually drawing planes with the tessellator to get it to look right. I kept getting them backwards, or in the wrong place, even twisted on a few occasions.

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